Melvor Action Queue

Adds an interface to queue up actions based on triggers you set

< 腳本Melvor Action Queue的回應

評論:正評 - 腳本一切正常

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發表於:2022-07-22

I absolutely love the idea of this script. Being able to queue up a set of actions. My only request is to add a toggle to each trigger, if the condition is not met, continue to the next trigger. Currently, if I have 9/10 actions waiting on that 1/10 trigger to be met, I won't be able to perform those 9/10 actions. With the addition of the toggle, it would allow the script to continue without needing to worry about that single action. One of the examples I can think of this being useful is when you are killing monsters. The Slayer skill offers a random set of monsters to kill, all within the combat triangle and if I set up a list full of triggers to swap my equipment sets, I have to currently rely on getting those monsters in a sequential order to continue to the next trigger and loop the queue again. This logic could also apply to dungeons as well.

And yes, I am requesting this after inputting all of the slayer monsters into a large queue with the intention of swapping my equipment for every slayer task.

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發表於:2022-07-22

Looking into it, I can see it would cause some issues with lag (at least from what I could recognize through my own testing). Changing Equipment sets while in combat also resets the attack bar. Made a small change on line 386 if ((player.equipmentSets.length > equipSet) && (player.selectedEquipmentSet != equipSet)) {

In the function triggerCheck(), we can implement the idea of skipping the current trigger by simply putting these lines outside of the .trigger() check

    currentActionIndex + 1 >= actionQueueArray.length && queueLoop ? (currentActionIndex = 0) : currentActionIndex++;
    updateQueue();

This is where I'd assume you'd enter in your own check for a new command like .triggerToggle() to check if this specific action is allowed to skip the trigger if set by the user.

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